Jump Ultimate Stars Walkthrough :

This walkthrough for Jump Ultimate Stars [Nintendo DS] has been posted at 02 Sep 2010 by hitman003 and is called "Deck-Making Guide". If walkthrough is usable don't forgot thumbs up hitman003 and share this with your freinds. And most important we have 19 other walkthroughs for Jump Ultimate Stars, read them all!

Walkthrough - Deck-Making Guide

Jump Ultimate Stars Deck-Making FAQ/Guide
*by Son1cwildfire*<--teh nooblet
Table of Contents
I. Intro
II. Using Battle Komas
III. Using Help Komas
IV. Using Support Komas
V. General Deck-making
VI. Sample Decks
VII. Contact Information
VIII. Legal and Credits
--------
I. Intro
--------
Hey, I am Son1cwildfire and I'm making a Deck-Making FAQ, which will be my
second FAQ; my first being the Naruto one which I'm too lazy to update. Anyway,
this FAQ will talk about deck-making strategies. Some of the tips may seem
obvious, while others aren't. I think that this FAQ will probably be most
successful helping new players, but I'm sure it will help somewhat experienced
players as well.
----------------------
II. Using Battle Komas
----------------------
When you're making a deck, battle komas are probably the most important
aspect, since you're actually USING the character. The first step to making a
successful deck is using the characters that you are good with. So first,
figure out which characters you are good with. If you are good with characters
from all the natures(power, knowledge, laughter), then you probably won't have
much trouble making a deck with the right battle komas. The ideal thing to do
when making a deck is to have a character for each nature. Here's an example:
Yusuke 6(power), Kurama 4(knowledge), Yoh 4(laughter). Well you should all know
that using 17 blocks for battle koma is the maximum, since you need a support
and a help koma as well. Those characters I just listed only take up 14 spaces,
so there will be plenty of space for helps and supports. Using 3 characters of
different natures is not mandatory to make a successful deck, but it definitely
gives you an advantage. For those of you that don't know, JUS is kind of like
Pokemon. Yes, Pokemon. In Pokemon, you usually try to use a pokemon that has a
type advantage against your opponent's pokemon, or even an attack. Having 3
characters of different natures lets you do that. Lets say you're fighting a
Kenshin 5, a koma that does not have an alternate and is definitely power. You
would use Yoh 4, or Yusuke 6 if your Yoh 4 dead. Sometimes, your opponent may
be using an alternate. Lets say you're fighting a Kenshin 6, will you
DEFINITELY switch to Yoh 4? The answer is no. Kenshin 6 has a knowledge
alternate and if your opponent happens to be using him, then your Yoh is
screwed unless you're better than the other player. Instead of using Yoh, you
might want to use Yusuke 6 instead. Kenshin 6 has a power and knowledge
version. Yusuke 6 is power so he would either be strong against the knowledge
type Kenshin or be on an even battleground with the power Kenshin. So yeah...
watch out for alternates.
Deciding which koma for a battle character is also important. When choosing
your battle characters, you should make sure that they work well with the
support that you have(more on this in the support koma section). For those of
you who don't know, some lower level komas are actually better than their
higher level versions. For example... Yoh 4 is superior to Yoh 5, who has
specials that just can't be comboed into unless you have a support. Yoh 4 can
easily combo into his X. All Yoh 5 has over Yoh 4 is the tiny HP boost, which
is why you should choose Yoh 4 unless you have a super special awesome support
combo with Yoh 5. You might also get support sealed sometime in the near
future, so you don't want to be 100% reliant on a support.
---------------------
III. Using Help Komas
---------------------
Help komas may not seem like much and some of you probably just put random
help koma in to take up space or just give your characters an ally boost. The
main thing I will talk about in this section is damage reduction koma, which
are actually more useful than you think. There is damage reduction for
Punch/kicks, Blades, and specials. Take note that energy blasts are usually
classified as punches, such as Yusuke's Spirit Gun. Anyway, on with the guide.
When you're making a deck, you probably have an idea which character you are
best with. Out of Yusuke 6, Yoh 4, and Kurama 4, my best would probably be
Yusuke 6. Since Yusuke 6 is my ace character in that deck, it would be natural
to give him some damage reduction koma. For those of you that go "WTF DUDE!
DAMAGE REDUCTION DOESNT EVEN REDUCE DAMAGE THAT MUCH," you are wrong. The Luffy
help koma gives reduction to punch/kicks. I'm not too sure about how much
damage reduction it gives, but I think it's about 20%-30%. Would I ONLY put
Luffy 1 koma on my yusuke 6? No. What if I fight a Bankai Ichigo, which A LOT
of people like to use? I need sword reduction as well. I would put Zoro 1 koma
in. Alright... now here's the cool part. Lets say you ARE fighting a Bankai
Ichigo and he somehow gets a Getsuga Tenshou on you. You had Zoro, so part of
the damage would be reduced. Damage reduction for specials would be useful
against something like this, since specials do quite a lot of damage. If you
have both Zoro 1 and Sasuke 1, who gives damage reduction to special damage, in
your deck, then you would only take about 50% damage from the Getsuga Tenshou!
What I'm basically trying to say is, use all 3 damage reduction koma on your
ace character. As for my playing style, I usually use my other two characters
before using my ace character. Sometimes it just isn't wise to use your Ace
character right away; what if he gets ringed out? You spent 3 help koma on him,
so preserve him or her wisely.
----------------------
IV. Using Support Koma
----------------------
Support komas are very important in deck-making, as you probably know from
your random wifi experiences. Some support koma have a lot of spam potential
while others are just underused and suck. I personally like to use support koma
that help me make a decent support combo. If you're not a fan of support komas,
then put some random 2 koma support in your deck that gives an ally boost to at
least one of the characters and just skip this section. For those who think
support koma are essential to a good deck(like me), then read on!
When you choose a support for your deck, you have to make sure that your
battle koma all work with them. Remember the 3 characters I mentioned earlier?
Yusuke 6, Kurama 4, Yoh 4? An ideal support for these battle characters would
be Huh huh brothers 3. Yoh 4 can do 2 of his X specials, Kurama can help trap
the person in the Huh-Huh brothers, and Yusuke can straight up charge his
spirit gun to the max. As for Kurama 4, he does not really have any strong
specials. His skill lies in trapping the opponent in huh huh bros 3 so you can
either switch to Yusuke and use his spirit gun or just use Kurama's X^ if you
want to take away some SP. It also has a lot of ringout potential if you're
near an edge.
Sometimes people like to base a deck off characters they like or the support
itself. For me, I do both. When you're making a deck based off a support, you
should make sure that your support is both effective and usable with your
battle komas. If you have no idea what I'm talking about, have no fear for an
example is coming.
EX:Zoro 3. So lets say I want to base a deck off Zoro 3, what exactly does Zoro
3 do? I comes out and launches people above you. This piece of information is
vital to creating an awesome deck. Since Zoro 3 launches people into the air,
what should be the next step? It should be finding characters that you are
decent with that have aerial specials. If you're not exactly decent with a
character but they have an aerial special, you might be able to use them anyway
and even get good with them if you're lucky! So lets see... who has an aerial
special? The first person I immediately thought of was Ichigo 4. He has an
upper getsuga tenshou that does decent damage for a 4 koma. In case you wanted
to know, the combo is B,B>, Y>, Zoro 3, X^. Since this deck is limited to those
with aerial specials, it's not really possible to have one of every nature.
Another option you have when making a deck is making an all power deck. Most
players like to use Power, so you'd be on even ground with them. Anyway,
another person that has an aerial special is Dio 5! His steamroller does decent
damage and works with Zoro 3 perfectly. The combo is, for those who were
wondering, B, Y(hit 2x), Zoro 3, X^. You might know the last person if you
either played me or read my Naruto FAQ. The last person that I use in my Zoro 3
deck is Naruto 5. His Kage Bunshin Special a. looks cool. b. does okay damage
c. sets you up for part 2 of your combo. The Naruto 5 and Zoro 3 special is the
strongest out of the 3, and if you were wondering, it is B, B^, Y, Zoro 3, X^,
(wait for them to fall, you may have to turn around), B, B^, Y, X, Zoro 3. I
actually don't use Dio much, but I became somewhat decent with him after using
this deck. Using Dio in this deck also inspired me to create a deck just for
him! I used Dio 6 this time, not that it matters anyway >_>
One last thing on the support section. When you make a deck, you really have
no reason to use more than 2 supports. I actually only use 1 in my decks, with
the exception of my Kurama 5 deck. Do not feel that you have to fill in your
deck with a random support; if you have extra space, either fill it in with
helpful help komas or just put in +1 SP ones. I understand if you want 2
supports, but 3 really is... unnecessary.
----------------------
V. General Deck-making
----------------------
This section basically just summarizes the 3 parts altogether if you get bored
of reading the top 3 sections. I also have some general deck making tips
exclusive to this section, so don't think that you're done yet after reading
the next paragraph! So yes, on with the guide.
In case you forgot the main points of each section I'll refresh your memory.
For battle komas, try to have one of each nature. For help komas, try to put
all 3 damage reduction koma on your ace battle character. For supports, make
sure all your characters can work with it and don't use more than 2; I
recommend 1 unless you have a super special awesome support combo that requires
2 supports. Here's an example of what I mean by super special awesome. Kurama
5, Mello 3, Kazuki 2. B, B, Y>, Mello 3, X^, Kazuki 2.
There are different types of decks. Solo decks, 2 character decks, 3 character
decks, 4 character decks. All decks have their advantages, but I would say that
a 3 character deck has the most advantages out of all of them. Solo decks are
good because you can give a character a ton of help komas, but relying on just
one character may not prove to be successful ALL the time. The weaknesses to
solo decks are people using an opposite nature on you while you cannot switch
to another character, getting ringed out, and you having to rely on just one
battle style instead of being able to switch to another character. If you make
a two character deck, you would probably have a lot of space for helps and
supports. You might even be able to put damage reduction on both characters for
all three, which is definitely an upside! The problem is that most of the time,
you'd be fighting on even ground instead of having the nature advantage. Three
character decks are my personal favorite, which you probably already know by
now. I won't list the upsides to the three character decks, since most of the
faq is based off of them. The downside to three character decks is that you can
probably only put damage reduction on one character if you want to use all 3.
You can probably give 1 damage reduction koma to your other characters, but
you'd probably forget who has what and when to use him or her. Four character
decks give you a lot of versatility and you can easily put a lot of different
nature characters inside. The problem is that... you can't put all 3 damage
reduction on even one character because of the lack of space.
I might put more tips in this section later on, but this is it for now.
----------------
VI. Sample Decks
----------------
Here is a list of decks from decent/good/pro JUS players that I think would
really help new or even experienced players out when making decks. I will also
mention why I think these decks are super special awesome. I will also tell you
whose deck it is. Oh yeah, and a big thanks for those who contributed their
decks to this FAQ!
==========
Solo decks
==========
SoleQuincy's Hitsugaya deck
---------------------------
Six koma Hitsugaya
Hiruma 2 support
Ryoma 3 support
Help komas-Triple jump, anti support seal, anti stun, anti judgement, increase
guard/or 3 damage reduction komas, health regeneration
Quincy's specialty is making solo decks as you probably already know. This
Hitsugaya deck has one of t flashiest combos I've ever seen... seriously. This
deck obviously, is based on a character. Quincy's strategy is to use B, B>, Y>
and use Ryoma 3 to movement stop you in between. While you're getting hit by
the Cool Drive, Quincy does B, B^, Y^, and uses Hiruma 2 right before he jumps
with Y^. You can't move right now and you get blasted by Hiruma 2. Quincy then
dashes to the other side and does B, B^, Y^ again and after that, you get hit
with Hiruma 2's grenade. Quincy likes using immunity help komas as you can see,
which helps him succeed in making solo decks. He uses damage reduction koma
occasionally as well.
=================
2 character decks
=================
Emanny's Hitsugaya and Vegeta deck
----------------------------------
Five koma Hitsugaya, Kazuki 1 and kakashi 1 attached to Hitsugaya
Six Koma Vegeta, Sasuke 1, Piccolo 1, and Hyoga 1(touching Hitsugaya to get
ally boost) attached to Vegeta
Shishio 3 support
This deck is a perfect example of my tips for basing a deck off a support.
Manny may not have based his deck on shishio 3, but both his characters
definitely work well with this underused support. For Vegeta, Manny's strategy
is to trap his opponent in the Y> and get shishio 3 to hit the opponent. HOLD
IT! It's not done there! After his opponent gets hi by shishio 3, Manny uses
Vegeta 6's X attack. Shishio 3 actually lifts the opponent up a little, just
enough for the X to hit them. As for Hitsugaya... here's the fun part. Fire and
Ice! Manny's strategy with Hitsugaya is using B, B>, Y> and then leaving
Shishio 3 right behind him when using Y> to hit you while you're getting hit by
the ice. After shishio 3 hits the opponent, Manny uses Hitsugaya 5's X, which
is an ice pillar. This combo is not only effective and strong, it is also
FLASHY! Since you end up getting frozen in the end, Manny can like, hurt you
even more >_>
VG-Prodigy's Hijikata 3 deck
----------------------------
Six koma Ichigo, Hanimichi 1 attached to Ichigo
Six koma Yusuke, Kuwabara 1(gives ally boost to Yusuke) and Devil Bat 1
attached to Yusuke
Hijikata 3 support
Atobe 2 Support
Remember when I said that there are exceptions to having two support komas in a
deck? Well, here's one. This deck does not go for damage reduction, but goes
for triple jump instead. VG-Prodigy makes both characters more agile, which is
one of the unique aspects of this deck. You really never know when you will get
hit by Atobe 2 or Hijikata 3; both are bad. After you get hit by Atobe 2,
Yusuke's Spirit Gun and Ichigo's Getsuga Tenshou can hit you really easily.
VG-Prodigy times when you land on the ground from jumping if you're trying to
avoid getting hit by these deadly attacks. So VG has an alternate strategy if
he does not choose to use Atobe 2. For Yusuke, he uses B, B>, Y and traps you
in Hijikata 3. Another B, B>, Y comes at your way; VG then ends the combo with
Yusuke's X^. You'll be lucky to be alive O.O As for Ichigo, it's basically the
same commands and strategy except that instead of using an X^, ichigo uses an X
of course. This powerhouse deck does a TON of damage and can probably kill most
4 to 5 komas in 1 or 2 of the deadly combos. Hijikata 3 has a laughter nature
to it, so power characters are screwed. Most people like using power characters
for some reason, so this deck has an advantage. This deck does not use three
different natures, but like my Zoro 3 deck, it is all power.
AlwaysSanji's Edajima/Kenshin deck
----------------------------------
Eight koma Edajima
Four koma Kenshin
Hamii 2 support
Hanamichi 2 support
and.... a ton of +1SP help komas >_>
Edajima has one of the best wall games in the game. If there's no wall, then he
can easily edge-guard you. Sanji's strategy with this deck is basically killing
you against the wall. He uses Kenshin 4 to push force you toward the wall and
then uses Hanamichi 2 to keep you there. He then has a lot of options to use
against his opponent. He can either paralyze you with Edajima's X, wait for the
wall to break and RO you, or just hit you with Edajima's Y continuously until
the wall breaks. So lets say you fall off and you're coming back to the stage.
If your person is practically dead, Sanji uses Hamii 2 to paralyze you and
switch your character. This definite kill does not only kill your character, it
can kill a full HP character if you were saving a better character for later.
This strategy is very effective and can take out full health characters!!! OMG!
Jayce's Luffy/Kenshin deck
--------------------------
Six koma Luffy,
Five koma Kenshin, Neuro 1, Hitsugaya 1, Orohime 1, and Light 1 attached to
Kenshin
+1 SP help koma from Rurouni Kenshin that gives Kenshin an ally boost
Hanamichi 2 support
Satsuki 2 support
This deck has a similar strategy to Sanji's Edajima deck, except for 2 things.
This deck goes for the ringout and kills your SP. First, Jayce uses Kenshin 5's
X to bring you to the wall. He tries to keep you near the wall with Kenshin and
Luffy. As for Luffy, if you get trapped with his Y while near a wall, he uses
Hanamichi 2 to hold you there. Then he can either use Kenshin 5's X or Luffy
6's X to ring you out. Jayce the remaining spots in his deck for immunities.
His Kenshin then becomes practically unstoppable while he forces you toward the
wall. If either character's health starts to run low, Jayce can use Satsuki 2
to gradually heal his lost health points. Instead of basing his deck off a
support or characters, Jayce's main strategy is to ring you out. This brings up
another thing in deck-making. Immunities are also important if you want an
unstoppable force. Some people may like to stun you or even freeze you, but the
help komas prevent those effects from stopping Kenshin.
Nyte's Ryotsu/Tezuka deck
-------------------------
Seven koma Ryotsu, Eve 1 attached to Ryotsu
Six Koma Yoh, Hao 1 attached to Yoh
Tezuka 2 support
Josuke 2 support
Shanks 1 help
When I first played this deck, I was went wtf, seriously. First, Nyte traps you
in the almighty Tezuka Zone. Then he uses Ryotsu's special where he starts
carrying... this thing. I don't use Ryotsu so I have no idea which koma does
what. Anyway, the cool part about this combo is that you get hit by that
special multiple times. If you're using a power type and trapped in this deadly
combo, you're screwed. While the Tezuka Zone is pulling you in with its wind,
Ryotsu's special is hitting you multiple times. If you want to see how deadly
it is, try it out for yourself. As for Yoh.... Nyte put him in just because he
fit >_> But Yoh is still a decent choice to put in this deck. Yoh can easily
lead the opponent into the Tezuka zone with his B, B^, Y^, B, Y combo.
Nolz Duh's Kenshin/Hitsu deck
-----------------------------
Six koma Kenshin, Saito 1, Kaoru 1, and Yahiko 1 attached to Kenshin
Five koma Hitsugaya, Sakura 1 attached to Hitsugaya
Sanosuke 3 support
Rouji 2 support
Nolz's strategy is to get Rouji 2 to hit you first and then use his crazy combo
later. He can always use Hitsugaya's B, B>, Y> combo on you and leave Rouji 2
behind to leave a movement stop effect on you. Once he gets the next chance, he
uses the B, B>, Y> combo on you again, except this time, he leaves Sano 3
behind. You can't jump away from this because you... can't move. So after Sano
knocks you with his super special awesome punch, you'll end up right in front
of Hitsugaya. Nolz then uses Hitsugaya's ice pillar special to freeze you.
After that... he can really do anything he wants. I think he usually switches
to Kenshin to attack you while you're frozen.
Nashun's Kakashi/Eve deck
-------------------------
Six koma Kakashi, Golden pair 1 and shun 1 attached to Kakashi
Four koma Eve, Sven 1, Kenshin 1, and Eve 1 attached to Eve
Aya 2 support
You probably heard of Nashun's Kakashi on the Gfaqs board; he can juggle you
forever and ever and ever with his Kakashi and Aya combo. He can use Kakashi's
Y^ combo and end it with Eve's aerial B and Y in the air. You're basically
screwed when you get pushed to the edge. Kakashi is the perfect edge-guard and
can even kill a character with full health. Kakashi's force switch attack
actually doesn't give the opponent a chance to switch again if he is on the
edge. So yes, back to the part about Nashun's Kakashi/Aya combo. In this combo,
Kakashi first uses his Y^ combo and then fastfalls. Right when Kakashi touches
the ground, Nashun immediately uses Aya to stun you for a little moment so he
can do his B>, Y^ combo. He can do this all the way across a stage; the only
flaw to this is that platforms are his natural enemy >_> When you face this
deck, make sure you never choose the YYH stage guys!
=================
3 character decks
=================
Son1cwildfire's(<--OMG! THATS ME!) YYH deck
-------------------------------------------
Six koma Yusuke, Luffy 1, Zoro 1, and Sasuke 1 attached to Yusuke
Four koma Kurama
Four koma Hiei
Huh huh bros 3 support
For those of you don't know, Yusuke seems to be my best character >_> I put all
three damage reduction komas on him as you can see. Hiei and Kurama are just
for show. No, seriously. I really only use Hiei and Kurama to trap you in the
huh huh bros deadly grapple while I switch to Yusuke to Spirit Gun you. Yusuke
can also hold is own by getting the opponent trapped in Huh huh bros himself.
If I use Yusuke to trap you in the Huh huh bros grapple, then I can charge
Spirit Gun to the maximum and having it hit you without you falling before that
happens. Kurama and Hiei have decent speed and can guard-break into their
specials, so they ARE decent I guess, but the main force lies within Yusuke.
Pepper's Tsuna 2 deck
---------------------
Seven koma Sasuke, Light 1 and Orochimaru 1 attached to Sasuke
Four koma Ryotsu
Four koma Hitsugaya, Miranda 1 on Hitsugaya
Tsuna 2 support
If you thought "screw this deck, it has Ryotsu 4 and has to suck," then you are
terribly wrong. This is by far the best Tsuna 2 deck I've seen. Pepper's
strategy with this deck is to make you continuously trapped in Tsuna 2. First
he uses Sasuke's B, B>, Y, Y> combo to get you stuck in Tsuna 2 and starts
charging his Chidori. He lets you roll for a while and then uses the chidori.
You get blown back and when you recover from your fall, you get stuck in Tsuna
2.... again -.- As for Ryotsu, he uses the missiles to get you trapped in Tsuna
2. He then uses his bike special and charges toward you while you're stuck in
Tsuna. This has very high ringout potential and does very nice damage. I'm not
sure if it makes Tsuna 2 continue rolling at you, but the combo is good enough
itself already. As for Hitsugaya 4, Pepper uses the B, B>, Y> combo on you and
uses Tsuna 2 in between. After you get stuck in Tsuna 2, he uses Hitsugaya 4's
X special, which is a ranged ice beam. Attention duelists! I mean, JUS players,
you are now stuck in Tsuna 2 and getting hit by an ice beam. Oh and theres
more; this combo actually allows Pepper ot use his ice beam... again. So after
all that's over with... you end up Fr-. If you thought I was gunna say free,
you're mistaken. You end up getting frozen so Pepper can like, continue hurting
you.
Danexedas' Nami 2 deck
----------------------
Five koma Killua
Five koma Sanji
Seven koma Sasuke, Rohan 1 attached to Sasuke
Nami 2 support
Danexedas' three character deck is deadly because his support allows him to use
his specials successfully. Danexedas' strategy is to use Nami 2 to a. steal
your SP b.stun you for just enough time to use his specials. Nami 2 is
especially useful for Sanji 5 and Sasuke 7. First, Dan leads his opponents into
Nami 2, then he uses their specials. This is extremely noticable with Sasuke,
who has a little startup time for his Chidori. As for Sanji, Nami 2 allows him
to use B, B>, Y. Before, you can only tap Sanji's Y one time or else the X
won't connect. But now, since Nami 2 gives some time to use specials, the full
combo can be used. Dan can also confuse you instead with Sanji's X^... if he
wants >_> As for killua, he steals your SP and then leaves you with the shock
effect. Nami 2 is an underused support and is ideal for gaining SP for specials.
Aura's Zoro 3 deck
------------------
Five koma Luffy, Trunks 1 and Sasuke 1 attached to Luffy
Five koma Kurama
Four koma Ichigo
Zoro 3 support
+1 SP help
Aura's deck is based the Zoro 3 support, which knocks the opponent high up in
the air. To use a deck that has a support that knocks people up in the air, you
need characters that have aerial specials! I don't think Aura really mained on
Luffy or anything, but his Luffy got A LOT better when he started using this
deck. He can sometimes juggle me in the X^ special 3 times in a row. You should
all get the basic idea, which is comboing into Zoro 3, then using the aerial
specials to hit them while they're still in the air. And alternate strategy is
using using Kurama 5 to combo into Zoro 3, then using X^. It doesn't finish
there though! Kurama's X^ ALSO launches the opponent into the air... again.
Aura can then switch to Ichigo 4 and then use the upper tenshou special.
Antman's Kagura 3 deck
----------------------
Six koma Vegeta, piccolo 1 attached to Vegeta
Five koma Sakura, Orochimaru 1 attached to Sakura
Four koma Kurama
Kagura 3 support
This deck is in perfect harmony because everything just works with everything.
All three characters can combo into Kagura 3 and have decent specials to launch
at the opponent when Kagura throws the opponent out. Kurama may not have much
of a special, but his X^ special drains SP so it's still pretty decent. This
powerhouse deck can deal massive amounts of damage and has many options. Using
Kagura 3 in this deck even gives Antman time to think! Antman can decide which
special to use on his opponent when they get thrown out. Kagura 3 switches the
opponent's character if she gets 4-5 hits on them, so that would be even
better, since some people like to save their best characters for later(like me
>_>).
=================
4 character decks
=================
Bonykid's dream combo deck
--------------------------
Five Koma Kenshin
Four koma Sanji
Four koma Zoro
Four koma Hiei
Supports? Screw the supports he has dream combos!
Helps? Screw the helps he has 4 characters!
As the name implies, this deck is based solely off dream combos. I really like
this deck because it's just so... different. It does not rely on the supports
OR the helps. All the characters have specials that are easily used after a
dream combo, except Zoro. This deck has characters that have specials with high
ringout potential, except Zoro. The characters are pretty agile too, except
Zoro. Sanji actually isn't THAT agile, but he can easily combo into his X
special on his own, so it's fine. Anyway... not much to explain here since the
name was probably enough for you all to get the idea >_>
Pichu's all girl deck
---------------------
Five koma Robin, Kurama 1 attached to Robin
Four koma Anna
Four koma Eve
Four koma Lenalee
Sanji 2 support
Pichu's all girl deck uses the full potential of the support, since Sanji 2
gives an extra boost in healing when its for a girl. But without an offensive
support... will this deck be successful?! Like Bonykid's dream combo deck, this
deck is just completely different. This deck survives based on Pichu's skill
with these four characters. Oh and did I mention that Pichu's skill with these
characters are OVER 9000?! NUFF SAID, since you probably heard enough about
this deck.
========================
VII. Contact Information
========================
If you find any errors or typos, either message me on AIM or email me. If you
have anything that you’d like to add here you can tell me and I’ll include you
in the credits! This is my second FAQ by the way.
AIM: Son1cx
Email: Sonicx3379@hotmail.com
=======================
VIII. Legal and Credits
=======================
Copyright 2007, Son1cwildfire
Credits
-------
Thanks a lot Quincy, Pichu, Manny, VG prodigy, AlwaysSanji, Jayce, Pepper,
Danexedas, Nyte, Bonykid, Antman, Aura, Nashun, and Nolz Duh for giving me
sample decks that help others understand the true meaning of life! err... I
mean deck-making.
Genroh for making the awesome FAQ that helped me get through the game
Ganbarion for creating this game
And you for reading this FAQ